Cruel Devotee

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Is OP of Season of the Shackles a different Adventure Path that can be played with the S&S base set (and adventure decks)? The only difference is you have to go to an OP to see those Adventure Path, Adventure, and Scenario cards. Is there no other way to get those cards? Or am I missing basic concept behind OP?

I see there are crossover benefits if you play the Pathfinder RPG. Are there any promo cards for PACG associated with participation in an OP?


Character Name: Merisiel
Role Card: Thief
Skill Feats: Wisdom +1, Charisma +2, Intelligence +1
Power Feats: Weapons, hand size +1, sneak attack +1, recharge blessings on Dexterity
Card Feats: Ally +1, Item +2
Weapons: Deathbane Light Crossbow +1, Returning Throwing Axe +1
Armor: Snakeskin Tunic
Items: Crown of Charisma, Headband of Alluring Charisma, Masterwork Tools, Ring of Protection, Sihedron Medallion, Staff of Minor Healing, Wand of Enervation, Wand of Scorching Ray
Allies: Ilsoari Gandethus, Sage, Shalelu Andosana
Blessings: Erastil, Iomedae, Norgorber, Shelyn


Vic Wertz wrote:
Rules: Playing Cards wrote:
Any paragraph in the power section of a boon that doesn’t involve playing the card for a particular effect is not itself a power—it’s a mandatory action that you must take when you play the card.
So whether you chose only to reveal, or to reveal and discard, any 1s rolled turn into 3s and force you to discard it.

So does this mean Valeros cannot recharge a dog slicer that is discarded as a result of a 1 being rolled. The card is not actually played, correct?


snickersimba wrote:
Pixel Hunter wrote:
Want to play at school? Set up the location decks and even the character decks before school or the night ahead. Put rubber bands on the decks, then simply pull them out and play
one slight issue with assembling the decks ahead of time is that our number varies depending on if the english teacher can play or if she is busy so if i aim for three decks and she wants to play thats two more i need

If you set up locations for the maximum number of players you would expect, all you would have to do is quickly dismantle a location deck if your teacher is unable to play. Don't add in the villian/henchmen right away either. Just set them aside and quickly shuffle the correct number in once you know the number of players you will have.


This was addressed here.


New update to the FAQ looks clean, clear, and thematically sound.


Thanks for all great feedback, Vic. I think I finally understand.


Okay, if that is true then I can't think of a location where this would actually matter.

Theoretically, would a location worded like the Woods affect a summoned monster? I understand an undefeated summoned monster is already banished, but I am just trying to think of wording where it might matter if a summoned monster were "at a location". The Woods sounds like it is 'targeting' the monster. I am only on the first adventure deck so there are lots of location cards I have yet to see!


Vic Wertz wrote:
Drunkenping wrote:
I do still have one question, if summoned cards do not come from a location deck (rulebook p.17) are they still part of the location for the purposes of "At This Location" powers? I want to say "yes" but I think I was wrong on just about everything I listed above, at some point.

They are not part of the location for any purpose whatsoever. But if you're talking about the Warrens, that's not relevant: Warrens cares only that you are at the Warrens, and that you have encountered a monster. It does *not* care if that monster is at the Warrens or not.

If you have other locations in mind, let me know.

What about something like Goblin Fortress? "At this location: The difficulty to defeat monsters with the Goblin trait is increased by 2."

When closing this location you are required to summon and defeat a Goblin Raider henchman... would this summoned Goblin have an increase difficulty of 2?


You are only suppose to add Adventure Decks as you progress that far into the Adventure Path. See "Setting Up" on page 4 of the rulebook. If you are playing Brigandoom! use only Base cards [B]. Character Add-on Deck [C] or Promo cards [P] if you have them can be added anytime as well. Once you start Adventure 1, add the respective Adventure Deck cards, so on and so forth. You should never have cards from a higher Adventure Deck than the Adventure you are playing.


I'm having a hard time grasping summoned villains, henchmen, and monsters. I've read the most recently updated rulebook and a lot of threads on this forum. My understanding for summoned cards:

Summoned cards are from the box. They come from the box and they go back to the box. No exceptions. Summoned monsters that are evaded are banished back to the box (rulebook p.13). Cards that place summoned monsters on a location deck (e.g. Sanctuary or Medusa Mask) are not, they do not belong to a location deck they belong to the box. Defeating a summoned villian doesn't allow you to close a location or win the scenario (rulebook p.13). Summoned henchmen don't come from a location deck; therefore, defeating them doesn't allow you to attempt to close a location (rulebook p.17). Unless the summoned card says otherwise, summoned cards are not placed next other cards - after resolving the encounter banish the summoned card back to the box. Summoned card cannot summon other cards (rulebook p. 12).

I think this clears a lot of things up for me after writing it down. Hopefully this helps others, too :P

I do still have one question, if summoned cards do not come from a location deck (rulebook p.17) are they still part of the location for the purposes of "At This Location" powers? I want to say "yes" but I think I was wrong on just about everything I listed above, at some point.


Okay, I've had time to reference the rulebook and I see they've change the wording on some things. My example above with the summoned henchmen is irrelevant.

That said, I'm still not so sure you can use any of your powers. At the end of the book under "things to keep in mind as you play the game" there is a section that says, "Cards Don't Do What They Don't Say. Each card's powers reference specific situations, and if you're not in those situations, you can't play it."

I think this is a specific situation, right? Unless the powers say they can be used at the end of the turn, you can't use them.


Hmm. I read two steps that occur after resetting your hand. First, apply any end of turn effects (all the detail after that is setting limitations of those effects); second, pass the turn to the character on your left.

The golden rule doesn't hold up here because this step is saying you cannot do this and cannot do that. I believe the golden rule is valid when cards/rules are in conflict with what you can do. The rulebook cannot be overruled on what you cannot do (i.e. attempt to close a location after defeating a summoned henchmen that says you can). If cards are in conflict durring this step you can still apply the golden rule hierarchy.


@Hawkmoon269

I don't have the card in fron of me but if Ezren can't use his power because it does not say he can use it at the end of the turn, why would Seoni be able to use her power to recharge cards? Lini wouldn't be able to reveal an animal ally either for helping with a recharge check, right?


The FAQ now says that after resetting your hand you may only play cards or use powers that say they can be used at the end of the turn. Additionally cards to reduce damage may be played, if you need to take damage. Are we not allowed to play cards like Guidance or Blessing of Desna to help with recharge checks in this last step of a character's turn?

EDIT: looks like mlvanbie beat me to this one!


I think you have the option to roll a Melee die for a combat check even when you don't have that skill. This would be an untrained check using 1d4 for most characters. Obviously this does not apply to the scenario you illustrated with Amiri. But something to keep in mind for those non-melee classes.


Choose your role card and then pick your power feat from the new role card.


I'm guessing that would defeat the idea of having promo cards in the first place if you can just obtain them via a 'booster pack.' There is a typo of 'acquire' instead of 'defeat' on the Squeely Nord promo. Not sure how Paizo will handle that particular errata.


Hawkmoon269 wrote:
Looking around, I noticed a similar idea was proposed earlier. Interesting comments by Vic about the problems that would arise. I didn't even think of that.

Thanks for the link, I never saw this. Removing the blessings deck for the reasons mentioned in the link would be disastrous. Simply adding another 'event' deck would not change that part of the game.

Daarck wrote:

It's hard to see how any of them increase the roleplaying aspect you were talking about; most of them seem like they could be additional Barrier cards if anything.

I think the 'lacking story' criticism is that going from a full RPG to cards there's a shedload of info you don't get, as discussed by the Starlit Citadel ladies. These *particular* card ideas don't really seem to contribute to the story at hand, rather just take you off on a tangent.

My original idea was more about adding difficulty rather than story content. However, simply adding to the difficulty of checks seemed rather dull, I was looking for more unpredictable changes. I figured this would require additional cards, so descriptive story/event cards seemed to tie the reason for the added challenge together with the original content of the game.

I don't know Pathfinder so I can't suggest Pathfinder like story content, but pretty much everything is randomized for each game (except the scenario, locations, villain and henchmen) your PACG will NOT follow the same personalized story as your PRPG will.

Why not customize your PACG story?

(Example of PACG) Lem is in the woods. Lem sees something shiny in the distance... oh look a sword! Lem tries to acquire the sword but is unable to pull it from underneath a fallen tree. Lem is still in the woods. Now there is a mercenary! Lem pulls out his sling and loads a stone from the forest floor. Striking the mercenary in the head, the man falls unconscious among the woodland brush. Lem is still in the woods...

(Example with story/event cards) Lem is in the woods. Lem sees something shiny in the distance... oh look a sword! Lem tries to reach the sword, but after countless bushwhacking he finds himself on the outskirts of the treacherous cave. Lem leaves the sword for later, he does not want to test his luck and slip down into the depths of that cave without help. Embarrassed Lem moves back into the woods and runs into a mercenary! Lem pulls out his sling and loads a stone from the forest floor. No stranger to the woods the veteran mercenary moves nimbly though the trees as Lem's stones strike trunk after trunk. Outmaneuvered, Lem is struck from behind and falls into unconsciousness among the woodland brush. Shaking off his encounter with the veteran of the forest, Lem is still in the woods....

Obviously one could create the second example without the aid of story/event cards. But as there is no DM and the card game likely attracts players unfamiliar with the RPGs. The more ques in the story arc the easier it is to create a non repetitive exploration experience.

NOTE: There is nothing wrong with the game as is, I love my experience so far. I was merely trying to provide a solution for some 'criticisms' I read on other threads.


I've read a couple of threads regarding the desire for some added difficulty to the game. Likewise, I've heard some people (like myself) who are not familiar with the Pathfinder RPG and wish for some added context and 'role playing' for the game.

Has anyone put forth the effort to create their own cards? How about adding story cards? I think this would be an excellent way to create a stand alone expansion pack (for Paizo ;) that could potentially be used across multiple base sets to help mature the role playing aspect of the game as well as increase the difficulty.

A deck of 'story' cards could be added to the setup of the game. With each exploration a story card is discarded from the top of the story deck. Each card would have a power that would somehow add to the difficulty to defeat a bane or acquire a boon.

Flavor text could be added to help people tell the story of their character's campaign; however, I'm not familiar with the pathfinder RPG so I can't suggest any content relevant material.

I haven't come up with a deck of cards myself. I hardly find time to play the original game in the first place, my group is still on adventure deck 1! Story powers could even be the same as other powers already found in the game for ease of creation.

Some raw story card ideas:

Wrong Path; If you fail to defeat the next bane move to a random location and reset your hand. The next boon you encounter may not be acquired, place the boon on the bottom of a random open location deck instead.

Veterans are about...; The difficulty to defeat the next bane is increased by the adventure deck number of the current scenario, if any. The difficulty to acquire the next boon is increased by the adventure deck number of the current scenario, if any.

Booby trap; Before the encounter take 1d4-1 combat damage.

Escort diplomats; If you fail to defeat the next bane discard the top card of the blessings deck. If you acquire the next boon, discard a card of your choice from your hand.

Damsel in distress; If you fail to defeat the next bane discard a card from your hand and reset your hand. The difficulty to acquire the next boon is increased by 1d6.

This idea has not been flushed out very much, but I thought some feedback from an active community would be nice.


Always. If there are multiple checks separated by "then" you always have to make each check in the series. If there are two combat checks and you fail both checks you take combat damage from each one!


If you are using a power listed on a card and it tells you to recharge the card, you do that immediately.

Some cards have a recharge box separate from their powers. Spells most commonly have this box. Once the effect of the card's power is no longer running, you may attempt to recharge that card. This means only cards that are played for their power may be recharged. Cards discarded or banished as the result of another card may not be recharged.

So when playing a spell to affect a check you may not attempt to recharge that spell until the check you're affecting, with that spell, is completed.


Welcome to the game!

Q1) A) Advancing the blessings deck is mostly for keeping track of how much time you have left to complete the scenario. You cannot attempt to aquire this blessing. In some situations you can reference the top card of the blessings dicard pile. For example, one of the powers when you pay a Blessing of the Gods from your hand is to mimic the top card of the blessings discard pile.

B) You are not exploring the blessings deck, it is simply the first thing you do on your turn.

2) When you encounter a card you have the option to try and aquire the card if it is a boon, or if the card is a bane you must attempt to defeat the card. Powers on banes should always be read first because they often affect your check. The Enchanteress card you mentioned makes you take damage both before and after your 'check to defeat'. If you fail the check you have to take combat damage as well. (I don't have the card in front of me but I think that is how it works). Basically the powers on banes have to be accounted for during some point of your encounter with that monster.

4) A combat check is always a Strength od Melee check by default. Many 'offensive' cards will read "for you combat check..." these cards may be played to change the combat check into another type of check designated on the card. (i.e. Dexterity, Arcane, Divine, etc...)


When you start a subscription you will be signed up to receive all the adventure decks and promo cards associated with PACG moving forward. The cost of shipping for me tends to be a wash with the discount paizo offers. You may cancel your subscription at any time if you no longer want to receive products associated with PACG (such as the next Skulls and Shackles base set and adventure decks) - there is no cancellation fee or anything like that. Very user friendly, and customer service is excellent if you have any specific questions.


Hawkmoon269 wrote:
The other thing I would maybe try would be to take the same goal has h4ppy's variation, which is to not make the game too easy by encountering henchmen early. I'd shuffle everything normally. But (maybe just for henchmen and not the villain) I'd add to the check to defeat how ever many cards are below them in the location when they are encountered. So if the henchmen was the top card, he's a +9. If he's the last card, he's a +0. That would make the henchmen pretty difficult in the early encounters and nerf the over use of blessings early on. You might need to scale it down and divide the number of cards in half and round up so that the max...

This is an interesting idea! The one thing that has concerned me with h4ppy's variant for concentrating the henchmen/villain towards the bottom is that over time you are essentially allowing more opportunities to acquire boons and making the game easier not harder.

The brilliance of this idea, potentially, has the flexibility to either make you spend your resources exploring through the location decks quickly (the essence of h4ppy's variant) or to make you spend those resources early to overcome the henchmen. If you beat the henchman early, you still have the option to not close the location and try to acquire the rest of the boons. This maintains a strategic element originally built into the game (nerfed by h4ppy's variant).


You are correct in your interpretation for group one and two. Group three increases the difficulty of the combat check you are attempting to beat, if you are not proficient with weapons.


Mike Selinker wrote:
You can do it twice a turn. Your card doesn't remember that you did it earlier.

Seelah's power says, "You may examine the top card of your location deck at the start ([] or end) of your turn. If it's a boon, put it on the bottom of the deck.

By the same ruling she is allowed to use her power twice? This makes Seelah much better!

I have a follow up question on Hark the Tracker. Hark normally has the power to examine the top ([] or bottom card) of his location deck at the end of his turn. But when he becomes a Tracker there is a ([] or both) power feat. Why do we need to select this feat at all? When does the 'card forget'?

We can do multiple things 'at the end of the turn', right? (i.e. play Levitate, then use Hark's examine power) so by the above ruling why does he even need to select the ([] or both) feat? He could, after selecting ([] or bottom card), at the end of his turn; examine the top card, examine the bottom card, play Levitate, examine top card (new location), examine bottom card (new location).

I have to be missing something, I see no advantage for looking at the top and bottom card simultaneously. That or we are not allowed to do multiple things at the end of our turn?


Sorry for the misstep. Thank you for the clarification.


Sissyl wrote:

Round 4: Seoni encounters a Warlord! This time 1d12+1d6+2 turns out to be 1+1+2, modified by the Warlord to 0+0+2. Another roflstomp. This time, there are no more cards to draw. Death ensues.

Yeah, the game is far too easy. :(

I am sure I missed something or a lot, but man, that was brutal!

I'm pretty sure the rules say that no one die can be valued at less than 1, no matter how many modifiers are sutracting from your roll.

So you still would've only rolled a 4 (1+1+2) and lost, but this is something to keep in mind for the future. Be aware this is true for a monster's die roll too!


Added dice are always the base die. If your base die (i.e. Stength, Dexterity, etc...) has a numerical modifier, that is not part of the die and therefore does not get added again for each extra die.

Have fun adventuring, merry Xmas!


Bidmaron wrote:
2) Stop putting "If you defeat this henchman, you may immediately attempt to close the location" on the henchman cards (or at least make it "If this henchman was not summoned and you defeat it, you may immediately attempt to close the location."

I think this could and should be removed in S&S. It would not affect compatibility, just removes some confusion. The rules already state "When you defeat a henchmen from a location deck, you may immediately attempt to close that location." Directly after this the rules explain that if a "summoned henchman doesn't come from the location deck, defeating it doesn't allow you to close a location." (p. 17)

The Golden Rule on page 2 states, "If a card and this rulebook are ever in conflict, the card should be considered correct."

Having "If you defeat this henchmen, you may immediately attempt to close the location" written on all the henchmen cards so far DOES make it super confusing when you apply the Golden Rule... makes you think that somewhere down the line a henchman card will not have the above text on them. Ultimately this would make the earlier henchmen less powerful as they would allow you to close locations easier if summoned. I don't think this is the plan, or the intention, so in all reality the text never should have been added in the first place.

The only reason I wouldn't have Paizo remove said text in future APs is because people would probably have a fit if all the henchmen cards in the first AP were not errata-ed to have their texts removed, as well, in the POD DriveThru printing.


The Dirty Lizard wrote:

I would vote for printed cards and would rather have all corrections even if it cost more. I would also love to have the PDF in the meantime to use until the cards can be ordered. If the PDF is kept up to date as needed corrections are found, it would be a great way to keep our game up to date until the physical cards are ready for us to order.

Any ETA on the PDF?

This would also be a good way to double check and make sure all the correction are accounted for before sending them to the printers.


TommyEkman wrote:
3) Cure and minor staff of healing is to powerful, you heal and use blessing, heal and use blessing.

I'm confused by this example. Are you suggesting using a blessing to increase the effectiveness of healing (i.e. 2d4+1)? If so that is not a correct interpretation of how to add dice with a blessing. You may only add dice to a check. Healing is not a check, it's simply an effect from a power on the card(s).


Vic Wertz wrote:
We really need new Base Sets to make each AP's theme work. (That said, we have ideas about ways to extend the play value of Base Sets beyond the APs as well. But that's an announcement for another time.)

I am very excited about said announcement!


John Davis 2 wrote:

One variant I've been using for a while is to replace a few of the cards in the blessings deck with random monsters - 3 monsters for 1 player, 4 monsters for 2 players, 5 monsters for 3-4 players and 6 monsters for 5-6 players. If a monster is turned up at the start of a player's turn, they immediately encounter it as a summoned monster.

Adds a lot of fun and makes you think before you empty your hand during another player's turn!

Do you use the blessing card from the previous turn as the 'top of the blessing discard pile' or is there simply no potential blessing to benefit from on a turn that a wondering monster turns up?


Oh, well you are at least right about the math. Not sure what I was thinking about when I came up with $200 an AP!


1 person marked this as a favorite.

I was wondering if there are any numbers out on how many RotR base sets are being purchased compared to character expansion decks. It would be nice if the base set was simply a 6 player game with some 600 starting cards.

While I love this game, and the idea of monthy releases with the new base set; $400 a year to keep up with the PACG seems pricey for a lot of younger players... and maybe some older ones too ;)

$20 for a character expansion that should really be incuded in the base game just seems expensive for no real extra game content.


As this is an unofficial rule, therefore completely optional, I'm not going to press my point too much as I was just trying to state that it improves my own group's game play.

I agree the heart of this rule is to reduce the temptation of 'not participating'. Thematically, failure to the scenario should generally result in some loss for the characters.

I don't think this penalty can ever be considered too harsh and create a situation where the game becomes frustratingly difficult. The game designers allow for characters to pick up Basic cards or cards two adventure decks lower than your current scenario if you somehow end up with less cards than are required to rebuild your character decks. This includes the act of dying! Following the optional rule will always leave you in a better situation than starting a new character after dying because you will still have all your feats (and most likely better cards).


Bidmaron wrote:

h4ppy, no disrespect, but it isn't gaining any popularity with me. Losing a scenario is punishment enough. You don't get the reward, and you have to find the time to play again (the latter is my problem).

Plus, doing that would fundamentally change the playing of the game (at least as we play it). Right now, on some of the losses, they were because we were trying to do all the exploration we could -- to get that last possible boon that was hidden somewhere in an open location. In other words, we already knew where the villain was (for a variety of reasons), and we were trying to maximize our take. To me, taking it to the last turn (last blessing card in the draw pile) is part of the challenge of the game, and sometimes we miscalculate (e.g. something causes you to have to banish the top blessing draw card or someone trips a Skeleton Horde and we lose a BoG we needed to defeat the villain).

I for one love h4ppy's variant. It puts pressure on a party when scenarios go poorly to try and still be heroes, fighting until the end to defeat the villain (save the villagers, etc...). Running down the clock is IMO not in the spirit of the game.

@Birdmaron, I understand your approach to maximizing loot, I'm sure most players try to do the same thing. But maybe greed should come with a price when, as a result, you fail the scenario and thus fail the people you should be trying to save from whatever evil or misfortune has fallen upon them. Sacrificing some of your loot in a failed mission only takes away what 'extra' loot you were selfishly trying to acquire in the last moments while the villain got away...


Bidmaron wrote:
Jinx9117 wrote:

If you choose to include a spell card in your deck, Harsk doesn't gain anything but the card. You wouldn't have to banish the spell at the end of the scenario, but you would have to banish it after you use it.

Fortunately, once you choose a role (either Sniper or Tracker) you can use a Power Feat to gain the skill Divine: Wisdom +1. If you do, you won't have to banish spells with the Divine trait.

What you say above is confusing. It is true that Harsk doesn't gain anything but the card. But he cannot do anything useful with the card either (see this thread http://paizo.com/threads/rzs2qaee?Banishing-Spells

)
As you point out once he gains Divine (if he does the right role), the situation changes.
One of the errors people make in this game is the notion that characters can use spells like scrolls if they don't have the relevant skills. Unless that comes later somehow, spells cannot be effectively utilized by someone without the trait.

I am confused about what you are saying! You can use spells 'like scrolls' if you don't have the relevant skills (Arcane/Divine); however, you DO have to banish them back to the box if you use the spell. You would not have the option to recharge the card. Additionally, if the card calls for an Arcane or Divine die you only get a d4.

Any character can use any boon in the game. Some just use them more effectively and efficiently than others.


h4ppy wrote:

Actually, it might be a good plan from a marketing point of view to include the errata cards in the new AP base set...

It's both great customer service for loyal fans (who then get updated cards for their existing AP1 sets) and an incentive for new players to but into the old AP as well as the new one.

One for Paizo to stick in their return-on-investment calculator and have a think about, perhaps? ;)

This is a fantastic idea! I think Paizo should post an official list of errata cards somewhere so fans can make sure all of errors are corrected before attempting this feat, just to be absolutely sure *all* the cards and their appropriate number are accounted for ;)


We'll have to see how the difficulty scales, I think a larger boost may be needed? Maybe adding random locations in addition?

Who knows I may be satisfied at the end of an AP. Only time will tell.

I think it just feels incomplete to gain a feat that will never be used at the end of the AP.


I think like all other blessing the dice are added to a check. So for spells that would be all the Attack spells. The ones that say, "for your combat check..." and also Seoni's blast power.


I think we need an official ruling on this one.


"Cards played on the previous check do not affect the new check." I assume then that powers used on on the previous check DO affect the new check? Certainly you couldn't use the same power again (Lini, Amiri, or Merisiel for double bonus die); therefore, if there is a memory of your powers then there would certainly be a memory of what cards have been played?


@TClifford, with the Giant Hermit Crab you simply re-roll all the dice you accumulated for your first check. Now with Caizarlu it says "Cards played on the previous check do not affect the new check." With your interpretation could you not reveal the same weapon you intended to use for the initial check?


I think the intent is to start a 'new' check without completing the Take Damage action.


ryric wrote:
Nathaniel Gousset wrote:

So no character will ever get played more than 1 AP... Make sense in a way considering the level progression.

But I think base set wont be mixable or you would encounter the Arkham Horror dilluting effect on expansion.1 AP + 1 Base set, not more.

I think also there wont be enough variety to provide for another base set of cards without the change being purely cosmetics (renamed, new pics, but same mechanism on weapons, armons and spells...).

I'd rather see another AP and another intro campaign + characters pack. No need for a full base set.

The problem here is that the base set is very weighted towards Sandpoint as an origin. The intro adventure, the allies, even a lot of the enemies and equipment go with Sandpoint and Varisia. If they, for example, chose to do something like Legacy of Fire much of the current base set wouldn't make much sense.

Though if you're not meant to continue playing a character after the AP why does it have a reward for finishing? I wonder about that. Maybe just for advanced fan scenarios.

I too think it is odd that there is a reward for finishing an AP if we are only meant to complete one AP per character.

Maybe the thought of death half way though a second AP is too excruciating?

I'd like to see a mechanic that allows characters to complete multiple APs back to back.


There are a couple of ranged weapons that you can discard to help another player at another location (bows and crossbows) but otherwise you have to look to other card types or powers to aid your allies in combat.


Tracker1 wrote:

So, this is still not clear to me.

If a monster is immune to a trait, can a character play cards during the play cads /powers that affect the check?

I think the answer is no these cards can not be played, but it is confusing now that the explicit statement has been pulled to the other section, and now what is said in this action window is " do not add traits from the cards to the check"

The immunity statement has been pulled to be an overarching rule in the "Encounter a Card" section. Therefore it applies to every step while you are encountering a card.

Encountering a card starts when you flip the card in an exploration and ends when the card is resolved (banished, shuffled, or acquired). This leaves no time when you could play a card or use a power to affect the check.

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